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Primal Carnage: Extinction News

We're Back! (Soon)


That's right! We aren't extinct!

It's been 65 million years since the last Primal Carnage: Extinction update, and we're back to tell you about some of what's coming next...

New Community Maps

We've seen a lot of great fan-made maps on the Workshop, but unfortunately playing them right now is difficult. We're taking a few of our favourites and implementing them directly into the game proper, working with the creators to make improvements and smooth out the rough edges.

Better Gamemode Support


Currently there's a lack of map support for Capture the Egg, which will be getting some improvements. We're also making it so that more maps will be properly usable in FreeRoam mode, such as the Get to the Chopper levels.

Quality of Life Improvements


From fixing a lot of pesky bugs and various annoying gameplay issues, to FINALLY GETTING THE MAIN MENU OUT OF CHRISTMAS MODE, we're working to eliminate a lot of problems that have been lingering around for a while.

Items, Items, Items!


There may be a new skin in the game. Maybe two(!) if people want them badly enough.
We'll think about it.

More to Come..


That's just some of the things we're currently working on.
Stay tuned for more information!

Retiring Crates Keys from Primal Carnage: Extinction

In recent times, there has been a shift in legislation and legal rulings around the world regarding the application of gambling laws in regards to loot crates in games. In order to remain compliant with various country's legislation and ensure that Primal Carnage Extinction remains available in all countries, we have decided to retire Crates and Keys by July 31.

What does this change mean for you?
After July 31, Keys will no longer be purchasable, tradable or marketable. Any keys that you have in your inventory at that point will remain there - we will never remove any items from you. There will be no other way to open any remaining crates, however they will remain craftable into Common items using our in-game crafting system.

We have decided to announce this in advance to give players an opportunity to open crates they still have in their inventory. We felt it would be unfair to our player base to make this change immediately and without warning.

We want to continue supporting our community content creators, and are exploring options for ways that we can distribute new content in the future. Of course, we are always interested in the thoughts and suggestions of our players for future features.

We hope this change ensures continuing compliance with international legislation and allows Primal Carnage Extinction to be enjoyed in every region.

Patch 1.9.2 Now Available



Las Vegas, NV – September 2nd, 2017 – An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction. The major changes include:

  • Decreased Assault Rifle AR Grenade reload time
  • Decreased Assault Rifle AR Grenade damage radius
  • Decreased Raptor/Oviraptor MaxPounceHeight
  • Fixed workshop maps not showing up in the menu correctly
  • Fixed class limits values not being set correctly
  • Fixed thrown ammo kits replenishing ammo and health kits
  • Fixed some minor economy localization issues
  • Fixed roars and economy updates not working after first round of play
  • Fixed Commando missing a voice line
  • Fixed collision on bird cage interiors in PC-Contingency


Thanks to prasanthajagath for the banner image!

Update 1.9 and 1.9.1 Now Available


New updates to Primal Carnage: Extinction have been released! These updates will be applied automatically when you restart Steam or next launch the game. The major changes include:

Challenge System

We have added a new Challenge System which assigns you 3 random challenges per week. Completing challenges will reward you with a random cosmetic item.

Challenge progress and items unlocked by completing them will now be displayed at the end of each round on a new info screen. Holding the Tab key will swap to displaying the scoreboard. Over the next few updates we're going to look at expanding this system with exciting new challenges and rewards.

WARNING: Challenge progress is only updated and saved at the end of every round. Leave early, and you will lose any unsaved progress. Challenges are only valid in TDM & GTTC modes.

Human Voice Commands

Humans now have two voice commands at their disposal: Call For Help (Z) and Call To Follow (C). Both commands have a 5 second cooldown to prevent abuse and also display the command as an event in the player chat.

Server Support for Custom Maps

Servers can now host player-created custom maps. If a server is hosting a custom map, players must subscribe to that map on the Workshop before being able to join it. Future updates will bring enhanced functionality to this new feature.

Dedicated servers subscribe to Workshop maps by adding something like this to DefaultGame.ini:

[Workshop.WorkshopInformation]
+SubscribedItems="672162366"

Each +SubscribedItem id number is taken from the workshop map's URL.

New Workshop Crate & Royal Dilo Pack

You can unlock a selection of hot new community-created skins in this August's Workshop Crate, dropping now! Also, check out the "DinoStore" for the new community-made Royal Dilo Pack.

Changelog 1.9.1:


General
  • Improved global post process settings
  • Lowered max pounce height range
  • Potential fix for class limit/spawning issues
  • Fixed missing archetypes for DNA strands
  • Fixed Royal Dilo skins not using the correct model
  • Fixed the Royal and Pheonix Dilo skins being switched
  • Fixed the Seagull Raptor not using the correct feathers
  • Fixed the Riptide Spino with improved textures on authors request

Currently the functionality of certain features is broken after the second round of a match starts. We are investigating the problem and hope to issue another hotifx in the coming week.

Changelog 1.9.0:


General
  • Class limits are now enabled by default
  • Improved spawn distance weighting
  • Fixed class availability and limits not updating correctly
  • Fixed being unable to spawn in Survival mode
  • Fixed Tyrants being available too early in Get To The Chopper
Humans
  • Added auto-reloading for the Netgun and AR Grenade firemod
  • Killing yourself with the grenade launcher now counts towards being suicide-kicked
  • Stungun screen effect now lasts longer and is more intense
  • Tranq Pistol will now keep firing while holding down Mouse1
  • Decreased Tranq Pistol fire rate slightly
  • Decreased Tranq Rifle spread slightly
  • Decreased Hand Grenade blast radius from 350 to 220
  • Increased Hatchet travel arc and speed
  • Increased Landmine lifetime from 45 to 90 seconds
  • Increased Sensor Mine lifetime from 45 to 60 seconds
  • Increased Assault Rifle Grenade blast radius from 160 to 250
  • Fixed Throwable Ammo Kit not restocking secondary ammo
  • Fixed Throwable Ammo/Health Kit awarding points to dead players
  • Fixed Throwable items colliding with bullets
  • Fixed Netgun Nets being destroyed when they hit humans
Dinosaurs
  • Raptor/Oviraptor tail movement is now more fluid
  • Dilo/Cryo hitboxes are now more accurate
  • Increased Raptor/Oviraptor maximum pounce distance
  • Increased Raptor/Oviraptor jump height slightly
  • Decreased Raptor/Oviraptor and Dilo/Cryo air control speed
  • Increased Cryo acid pool damage from 24 to 33
  • Increased Cryo acid instant hit damage to 50
  • Decreased Cryo bite damage from 45 to 35
  • Decreased Cryo acid pool damage delay
  • Decreased Dilo/Cryo SprintStaminaConsumption
  • Decreased Dilo/Cryo StaminaJumpCost
  • Decreased Dilo bite damage from 35 to 30
  • Fixed Cryo acid pools spawning in-air when direct hitting humans
  • Fixed Dilo spit hit threshold that made it hard to blind humans
  • Increased Tupa health from 256 to 300
  • Increased Tupa impact momentum while charging
  • Increased Tupa StaminaRegenRate
  • Increased Tupa/Ptera StaminaAmount
  • Carno now uses a new "double-lunge" animation for it's secondary attack
  • Carno now has a brief movement delay after using it's secondary attack
  • Increased Carno acceleration slightly
  • Increased Carno ground turnrate slightly
  • Increased Carno secondary attack knockback momentum
  • Decreased Carno Tranq tolerance
  • Fixed Carno attack hitbox accuracy and time threshold
  • Increased Spino speed slightly to match the same speed as the T-Rex
  • Fixed T-Rex tail swipe attack hit accuracy
Menus / UI
  • Class selection UI now specifies why a class is unavailable
  • Added Admin and VIP scoreboard icons
  • Added grey backing to load-out text in the customization menu
  • Added hint labels A/D for rotating left/right in the load-out screen
  • Removed "class item" from human loadout UI
  • Removed mouse acceleration as a default option
  • Removed certain unused graphic settings
  • Removed notification bar from the in-game HUD
Sound
  • Humans should now scream when dropped by Pteras
  • Added a subtle heartbeat sound when low on health
  • Added whooshing sound effect to airborne hatchet
  • Added a subtle ticking sound to live grenades
  • Added scope in/out sounds for all weapons
  • Added bullet impact sound for glass
  • Fixed molotov fire pool having no ambient sound
  • Fixed the volume level on several different effects
  • Fixed Ptera/Tupa using human footstep sounds
  • Fixed pain sounds playing from the T-Rex fall animations
Maps and Effects
  • Low health desaturation effect now activates earlier
  • Improved global post process settings
  • Improved collision, layout, and optimization in all maps
  • Improved and re-hauled Contingency sequence
  • Improved layout/lighting on PC-Airbase
  • Improved layout on GTTC-Docks
  • Improved spawn locations on GTTC-Ruthless map
  • Added tall trees and extra rock ramp entrance on UtilityBase
  • Removed corpse next to archway on UtilityBase maps
  • Fixed scripted sequences and spawn issues in GTTC
  • Fixed team blockers not blocking gunfire and other projectiles in GTTC
  • Fixed exploitable human camping spots on Docks and UtilityBase
  • Smaller dinosaur models now fade away when the camera is zoomed in
  • Improved health corpses with a subtle highlight for visibility in dark areas
  • Improved and optimized weapon particle effects
  • Improved draw distance on blood particle effects
  • Added saliva and breath effects to dinosaur roars
  • Added snot particle effects to Dilo/Cryo/Acro sneeze taunts
  • Fixed Dilo/Cryo spit being too subtle on human characters
  • Fixed Pyro Flamesaw chainsaw blade casting shadows
Economy, Workshop & Custom Content
  • Workshop maps are now available on Dedicated Servers
  • Re-enabled Workshop content manager
  • Added secondary cosmetic option for Dinosaurs
  • Added support for defining supported gametypes in Workshop maps
  • Added support for workshop maps showing up in the Map Select UI
  • Added support in the weapon shader for skin overlays
  • Added support for first person arm skin overlays
  • Added Raptorman first person arms
  • Fixed Pyro first person arms using the Dinobuster arms
  • Fixed local gift not opening in a menu
  • Fixed some possible issues with weapon attachment skins not working
Thanks to Skorus and Cara for their community images!

Upcoming SDK changes / improvements

This is a quick summary of changes in development for the Primal Carnage Extinction SDK...

We remain continually impressed at the creations people have made with the development toolkit and are looking forward to adding more robust support for custom map making in a future update. You have our apologies for how long this feature has taken, but it is definitely on track for this summer.

The next SDK patch will include some of the content optimizations we've been making. A big one is removing over a hundred unique shader materials and replacing them with more efficient instanced versions. This will have both positive and potentially negative effects to SDK users.

Firstly, this should bring performance improvements and cut loading times down a bit, since there is less for the editor to compile on startup and fewer shaders for the graphics card to worry about.

Secondly, if you have applied different materials to static meshes placed in your levels, they may no longer exist in their old format. If this is the case, you will see an error message upon opening your map that lists the missing materials. It is recommended to take a printscreen or note down the missing assets, since if you save the map after opening it with blanked materials the error list will not show again. You can then search for the new instanced MI_ versions of the old materials to replace anything that is missing.

We will likely be continuing this process over time (reducing the number of custom shaders in use to free up graphics memory) so you may run into the same issue further down the line.

On a similar topic, we still intend to modify our SDK release process to pre-compile shaders before sending out a new version. This step will remove extreme loading times for some users, but we cannot guarantee when this change will occur. It may be some time before we can set aside coding resources to implement.

Additionally, with the next SDK update there will be a couple of new features available to skin makers. The diffuse overlay system used for dinosaur skins has been extended to weapon skins for ease of use, as an alternative to the camouflage system. You will also be able to submit custom overlays for human arms, with "blank bases" of all the human arm textures included in their character packages.

That's all for now. Keep an eye out for further updates on modding support and watch for the new update which should be released later this month!